Huge Dragon (Chromatic), Chaotic Evil
AC 19    Initiative +12 (22)
HP 195 (17d12 + 85)
Speed 20 ft., swim 60 ft.
Mod Save
STR 23 +6 +6
DEX 14 +2 +7
CON 21 +5 +5
Mod Save
INT 14 +2 +2
WIS 13 +1 +6
CHA 19 +4 +4
Skills Perception +11, Stealth +7
Immunities Acid, Poison; Poisoned
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 21
Languages Common, Draconic
CR 14 (XP 11,500, or 13,000 in lair; PB +5)
Traits

Legendary Resistance (3/Day, or 4/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead.

Water Breathing. The dragon can breathe only underwater. 

Actions

Multiattack. The dragon makes three Rend attacks. It can replace one attack with a use of Spellcasting to cast Melf’s Acid Arrow (level 3 version).

Rend. Melee Attack Roll: +11, reach 10 ft. Hit: 13 (2d6 + 6) Piercing damage plus 4 (1d8) Acid damage.

Noxious Breath (Recharge 5–6). Constitution Saving Throw: DC 18, each creature in a 60-foot-long, 5-foot-wide Line. Failure: 54 (12d8) Acid damage. Success: Half damage.

Spellcasting. The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 17, +9 to hit with spell attacks):

At Will: Detect Magic, Fear, Melf’s Acid Arrow (level 3 version)

1/Day Each: Speak with Dead, Vitriolic Sphere

Legendary Actions

Legendary Action Uses: 3 (4 in Lair). Immediately after another creature's turn , the dragon can expend a use to take one of the following actions. The dragon regains all expended uses at the start of each its turns.

Alkaline Poisoning. Constitution Saving Throw: DC 17, one creature the dragon can see within 120 feet. Failure: 22 (4d10) Poison damage, and the target has Disadvantage on saving throws to maintain Concentration until the end of its next turn. Failure or Success: The dragon can’t take this action again until the start of its next turn.

Frightful Presence. The dragon uses Spellcasting to cast Fear. The dragon can’t take this action again until the start of its next turn.

Swift Swimming. The dragon can move up to half its Speed, and it makes one Rend attack.

Description

There is a subspecies of what claim to be black dragons that have somehow become adapted to the oppressive depths of saltwater oceans. Not only do they thrive in these noxious environments, but they have also developed ways to control and use it to their advantage. 

Lair and Lair Actions

Brine Dragon Lairs

Brine dragons lurk in the dark depths of saltwater oceans, residing in ship graveyards of their own creation.

The region containing an adult or ancient brine dragon’s lair is warped by its presence, creating the following effects:

Acrid Haze. The water within 1 mile of the lair is murky, rendering that area Lightly Obscured. Travel for creatures other than the dragon and its allies takes twice the usual time in that area.

Thriving Waterways. Sea life becomes richer within 6 miles of the lair. Schools of fish move into new waters, sharks become common, and whale migration paths shift to pass near the area.

If the dragon dies or moves its lair elsewhere, these effects end immediately.

Habitat: Underwater

Treasure:  Relics

TheHollowHunter

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